Search found 18 matches
- 13 Feb 2015, 01:40
- Forum: Tips & Tricks
- Topic: Help where to bot at this lvl
- Replies: 7
- Views: 16861
- 13 Feb 2015, 01:35
- Forum: Development Help
- Topic: How to NOT Pick Up "Fresh Octopus Leg"
- Replies: 1
- Views: 3129
Re: How to NOT Pick Up "Fresh Octopus Leg"
try set "ItemsGatherAuto" to 0
And always set what monster you want to attack in monsters.txt.
...or you can always manually update the item database in openkore folder.
And always set what monster you want to attack in monsters.txt.
...or you can always manually update the item database in openkore folder.
- 17 Aug 2012, 08:48
- Forum: iRO
- Topic: WoE items items.txt entry
- Replies: 1
- Views: 1903
WoE items items.txt entry
Each item have different sell value. This might be useful for people (like me) who vend them. The new problem with the client make the problem infuriatating. items.txt 15046#WoE_Plate# 15047#WoE_Suits# 2587#WoE_Muffler# 15048#WoE_Robe# 2484#WoE_Boots# 2485#WoE_Shoes# No slot entry yet. Because I do ...
- 12 Aug 2012, 23:09
- Forum: iRO
- Topic: bot is not standing after sitting(?)
- Replies: 3
- Views: 3421
Re: bot is not standing after sitting(?)
This is already been Fixed.
Just update your Kore to the latest SVN.
http://openkore.collectskin.com/
http://tortoisesvn.net/downloads.html
-puNKiey
Just update your Kore to the latest SVN.
http://openkore.collectskin.com/
http://tortoisesvn.net/downloads.html
-puNKiey
- 08 Aug 2012, 23:02
- Forum: Fixed bugs
- Topic: R8077 Version 2.1: Packet Parser: Unkown switch: 08C8 spamed
- Replies: 53
- Views: 56073
Re: R8077 Version 2.1: Packet Parser: Unkown switch: 08C8 spamed
The problem emerged after the last update made on iRO last night. Output "player attacked monster" are not shown, but still the kore ARE attacking the monster. Only have REAL problem when the kore sit (to regen hp/sp, manual sit), it can't stand again. A quick fix would be using macro: macro > Check...
- 18 Sep 2011, 12:26
- Forum: Discussion
- Topic: how to check Firingtrap condition?
- Replies: 0
- Views: 2673
how to check Firingtrap condition?
I dont know where to put this question, so i might just put it in this category. Just as the title goes, how to check firingtrap condition, i mean, something show that the fire trap is still on the ground and not blow yet... ive tested the whennotground syntax, but indeed, nothing much helpful. Any ...
- 20 Apr 2011, 14:11
- Forum: Fixed bugs
- Topic: Mystical Amplification problem (I think)
- Replies: 14
- Views: 22147
Re: Mystical Amplification problem (I think)
It do disappear after 30secs. But when you cast amp, and cast damaging skill, it remain until the 30secs timeout reached. It should be cleared after damaging skill casted, so that "whenStatusActive Mystical Amplification" can be use properly.
-puNKiey
-puNKiey
- 17 Apr 2011, 09:31
- Forum: Fixed bugs
- Topic: Mystical Amplification problem (I think)
- Replies: 14
- Views: 22147
Re: Mystical Amplification problem (I think)
Unfortunately, the amp status should be removed after the cast of first bolt. But it still there. Eventho the amp status is still on, and you cast the second bolt, the second bolt will not be amped. The amp status should expired after the first bolt, and recast it, for it to amp the second bolt. To ...
- 04 Apr 2011, 23:31
- Forum: pRO
- Topic: my skills and awakes is not working! T_T
- Replies: 1
- Views: 2063
Re: my skills and awakes is not working! T_T
Firstly, Only used conditions THAT you really need. Try replace all that skill block using this: useSelf_skill Adrenaline Rush { lvl 5 sp > 15% whenStatusInactive Adrenaline Rush inLockOnly 1 notWhileSitting 1 notInTown 1 } useSelf_skill Power-Thrust { lvl 5 sp > 15% whenStatusInactive Power-Thrust ...
- 04 Apr 2011, 23:23
- Forum: Bug reports
- Topic: "Unknown #[numb]" item.
- Replies: 2
- Views: 2424